View Full Version : Boids and Grouping behaviour...

02-11-2006, 03:28 PM
Has anyone done any investigation into boids and other grouping/party behaviour for you games?

Any Pascal demos lying around?

02-11-2006, 04:06 PM
:shock: What is a boid?

02-11-2006, 04:24 PM
You don't remember the old Boids example which shipped with the DirectX SDK?...

It's a small demo showing a flocking algorithm... quite peaceful to watch :D

02-11-2006, 04:28 PM
Here's some links to Boids examples.


Here's a nice one with a Java applet to show the effect..

02-11-2006, 04:32 PM
I see what you mean, that page is great. I think I'm going to make something like that, a small demo.

Does "boid" come from "bird" and "android"?

EDIT: I remember that animation of 1986!


02-11-2006, 04:53 PM
I thought sulaco or nitrogen's website had a 2D boids simulation?

02-11-2006, 05:35 PM
Look at this :

in opengl : http://tothpaul.free.fr/sources.php?opengl.flock3d

the same but in 2d (gdi) : http://www.riversoftavg.com/flocking.htm

02-11-2006, 05:51 PM
Here is a set of flocking components for Delphi:
It is based on Steven Woodcock's article, "Flocking: A Simple Technique for Simulating Group Behavior," in "Game Programming Gems 1". It also adds formations - something for RTS people.

I found this while searching for information on formation making in RTS - I am trying to implement something similar to unit behaviour in Total War series, so far without much success :(

Oh, I did not notice that this link was already given.

02-11-2006, 08:13 PM
I remember Thomas Grubb's components. They used to be commercial, but it seems they are free now. I may take a look at them.

02-11-2006, 08:32 PM
How about impelementing boids algo totally on GPU (both calculations and rendering without any CPU interaction)? :roll:

03-11-2006, 09:17 PM
How about impelementing boids algo totally on GPU (both calculations and rendering without any CPU interaction)? :roll:
Nice idea, but i don't think that it is possible to do it entirely on GPU. Some things have to be precalculated on CPU like distances to nearest friendly and enemy boids.

Anyway, if it worked it would only be good for demo, not for game since there is no way of getting data back from GPU to application (except rendering on a screen).

For now I am waiting for Tetris and Pong made entirely on GPU. And it he future everything will be made on GPU. No need of CPU anymore :cry:

03-11-2006, 11:03 PM
I did a little test application for my Delphi-implementation of boids behaviour.

http://www.emix8.org/images/steering_small_1.jpg http://www.emix8.org/images/steering_small_2.jpg

More info (http://www.emix8.org/static.php?page=Steering) and download (http://www.emix8.org/files/windows/Steering.zip) (Windows, Steering.zip 35kb).
No source though.